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12,861 Commits over 2,315 Days - 0.23cph!

1 Year Ago
Can now pick up minicopter, scrap transport helicopter and attack helicopter with the magnet crane in junkyard as long as they are turned off These helicopters can be fed into the shredder for scrap, scrap is multiplied by the current health of the helicopter (eg. 50% hp = half the scrap listed below) Attack Helicopter - 500 scrap Scrap Transport helicopter = 300 scrap Minicopter - 200 scrap
1 Year Ago
BaseSculpture protobuf id 186 > 182
1 Year Ago
Merge from main
1 Year Ago
Codegen, protobufs, manifest Fix compile issue on Mailbox, allowedItems is now defined in StorageContainer
1 Year Ago
Merge from main
1 Year Ago
Adjust siege weapon protobuf ids to remove conflicts with other branches Catapult 180 > 183 SiegeTower 181 > 184 Ballista 182 > 185 BallistaGun 183 > 186 BatteringRam 184 > 187
1 Year Ago
When tracking scrap being purchased with items, track how many items are sold rather than the scrap (inverse of normal behaviour)
1 Year Ago
Merge from main
1 Year Ago
Reduced temp radio size to 0.05m to prevent overlapping interaction with central locking system
1 Year Ago
Merge from main
1 Year Ago
Include System reference, fixes compile error
1 Year Ago
Clean out old textures
1 Year Ago
Merge from main
1 Year Ago
Revert all cockpit prefabs to their version from main Reapply socket change
1 Year Ago
Added NotifyLOD to car radio so it turns off based on distance
1 Year Ago
Fixed incorrect audio mixer group on sound source Fixed missing static sound player Rotate temp art
1 Year Ago
Merge from discofloor_rotation
1 Year Ago
Both DIsco floor variants can now be rotated while still being snapped to a neighbouring tile Uses a new applyPostRotationSnapping option on the attraction socket mod
1 Year Ago
Fixed noclipping breaking held entities entirely
1 Year Ago
Fixed exception when moving the current held entity item to another hotbar slot while it was equipped with a shield
1 Year Ago
Safer TrainCar OnChildAdded behaviour Manifest
1 Year Ago
Merge from oxygen_qol_tweaks
1 Year Ago
Increased the depth required to be considered underwater for oxygen tracking purposes by 10% (85->95) This should mean oxygen will start getting consumed slightly later when submerging and should also help situations where oxygen is still depleting in turbulent conditions and part of the players view is above the water Added debug.waterFactorPrintout that pritns out the current depth level into chat for QA purposes
1 Year Ago
Fix exception from foliage tutorial change when entering play mode in the editor
1 Year Ago
Merge from ore_resource_optimisations
1 Year Ago
Convert all remaining nodes and the wood pile resource to the new PrefabAttribute workflow
1 Year Ago
Fixed outlines on wooden shield and reinforced wooden shield world models
1 Year Ago
Fixed another case where spamming equip/unequip on a shield would throw an NRE
1 Year Ago
Fixed blocking flag staying on if the players shield is holstered or destroyed while blocking, was preventing input on subsequent held entities
1 Year Ago
Fixed shields not parenting properly
1 Year Ago
Fixed being able to block while in debug cam
1 Year Ago
Merge from main
1 Year Ago
Merge from december24_art_fixes
1 Year Ago
Fixed incorrect biome being selected on new tutorial cliffs
1 Year Ago
Rebake tutorial island terrain height map Fixed tutorial island scene menu option not pointing to correct scene Update foliage baker to use more accurate raycast based terrain sampling, this is too expensive for runtime foliage but since we generate this foliage at edit time we can get the placement perfect, fixes some floating foliage on tutorial island
1 Year Ago
Merge from animator_csv
1 Year Ago
Added a tool to dump all animation clips used by the player model to a csv Crawls through every state machine, sub state machine and override controller in the project
1 Year Ago
Don't spawn the node sparkle until the node is hit for the first time The first node hit is now considered a bonus hit so there will be no negative resource wise Slightly increased how much the sparkle moves as the node gets smaller so it doesn't get stuck in a single spot close to the end
1 Year Ago
Apply optimisations to metal and sulfur nodes
1 Year Ago
Merge from main
1 Year Ago
Merge from elevator_qol
1 Year Ago
Added a dedicated express button to the side of player placed elevators that can now be used to go to the top or bottom of an elevator
1 Year Ago
Double the speed of player placed elevators
1 Year Ago
Compile fix
1 Year Ago
Added air wolf 24x7 station
1 Year Ago
Builtin radio stations are now loaded locally and don't need to be in the station manifest, still verified on server (so we can add new radio stations and they will work on staging)
1 Year Ago
Merge from main
1 Year Ago
Surgeon scrubs no longer require workbench to craft
1 Year Ago
Updated vendor listing on map widget to reflect new dynamic pricing
1 Year Ago
Better UI info on sell order